Spore Release Sept. 7th

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Spore Release Sept. 7th // Roundtable

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Post by Délé // Sep 6, 2008, 7:41am

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Spore is being released tomorrow. I'm not usually big on these kind of games. Never really got into the Sims or anything. This game looks pretty cool though. As I recall, all of the characters are procedurally animated. They will actually alter the way they move depending on how you create them and how they evolve. In other words, they will move differently if they have three legs as opposed to eight or two.


I remember watching this gameplay video from the 2005 Game Developers conference:

http://video.google.com/videoplay?docid=8372603330420559198


I've been waiting some time to see this game released. It looks like it might be kind of fun. It's definitely interesting. I guess the Discovery channel is going to have a show on the making of Spore tonight (September 6) at 8pm Eastern, 7pm Central.


I'm going to wait to see more videos and such, but I think I might pick this game up later this month. Anyone else planning on buying this game?

Post by splinters // Sep 6, 2008, 7:59am

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Try the free creature creator first Dele, see what you think. Spore was released here yesterday and seems to be selling out most places. Worth a look maybe?

Post by Délé // Sep 6, 2008, 8:34am

Délé
Total Posts: 1374
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Yeah, I'll have to take a look at that creature creator. Speaking of that...I just caught this video of Robin Williams using the creature creator. As you would expect from him, he creates a pretty funny looking guy. This cracked me up.

http://video.google.com/videoplay?docid=6310905447084840313&vt=lf&hl=en

Post by kena // Sep 6, 2008, 9:27am

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I will have to look at that video. I was watching TV, and saw an advert for creature creator a few days ago. Downloaded the free trial version and played with it. I thought it was pretty fun and kept thinking that I would love to export the creatures and import them to TS...


Plug-in req?


hehehe


Then I went back to the site day before yesterday and checked it out a bit more... decided to buy it. they only have the pre-release right now. It took me almost 3 hours to download it, but I'm helping the environment by not buying the box - right? Anyway, since my EA downloader says I have 22 hours left to wait to open it, I figured it didn't matter how long it took to download, I will have it ready to try out and won't have to wait for any rush to get it or discover it's sold out.


Here are a couple of creatures I made with the program.

14920 14921

Post by Délé // Sep 6, 2008, 10:55am

Délé
Total Posts: 1374
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I just downloaded and played with the creature creator. It's pretty neat how that works. Would be nice to have something like that in tS. :)

It's kind of cool how you can take screen grabs and videos. There is even a button to upload it to YouTube.

Attached is a video of my first creature. I kind of went overboard with some of the add-ons to my creature. It's easy to do that. The editor was very intuitive though and fairly versatile.

Here's a couple of images:
14924
14925

Post by kena // Sep 6, 2008, 12:02pm

kena
Total Posts: 2321
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actually, it looks like you need anotehr set of wings there.... bulky creature and all. :D

Post by weshowe // Sep 6, 2008, 2:26pm

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Total Posts: 23
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Plug-in req?



That is always a possibility.

While the editor is "procedural" the creature is turned into pretty standard (technologically) triangular meshes and mip-mapped texture files (with LOD levels) for display and animation. These are cached in your user directory.


I have decoded parts of the game .package format, the mesh formats and how to convert the texture files to .DDS format (from which they can be converted to TGA and others). I have this code released in an application that uses the Ogre graphic library to display the models. You can save the Ogre .mesh files from this, UU3D can load .mesh files (and pretty much everything else) and save in all sorts of formats.


I haven't toughed the animation yet, but it appears that it is built using the general skeletal based animation we are familiar with, only with a very flexible format.


I haven't succeeded in getting a TS 7.6 plugin working yet. I can compile and run the code, but not yet place the triangles in the scene. I did an old-style plugin once, but since that interface is going away I'm not interested in working on it any further... 7.6 or bust.


<* Wes *>
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